Breath of the Wild is still a surprisingly vast subject to talk about, almost a year after its launch. Part of what kept it in the front of everybody’s brains was the release of downloadable content that expands on Link’s biggest adventure. With it, naturally, came more questions, which Nintendo felt the need to answer with a short YouTube interview.Mr. Aonuma and Mr. Fujibiyashi first discuss the origins of the Master Cycle Zero’s design. While the answer is fairly obvious, they do show off a piece of concept art where the cycle was modeled after a wolf, rather than a horse. It’s a neat look into the sort-of decision making that goes on in seemingly simple things.

The next question asked the respective producer and director what they thought the most difficult parts of The Champions Ballad were. Mr. Aonuma had difficulty with a paraglider quest on Death Mountain that requires players to fly through a series of hoops, Pilotwings style. It’s kind of odd that nobody mentioned the One-Hit weapon sequence, but different designers approach things differently! Maybe Mr. Fujibiyashi was able to handle that without breaking a sweat.

They continued on with some light details about how they chose different costumes to include. With the amount of people working on various Zelda games being on the same team, they were able to get a wide selection of opinions on what should be chosen. It should be noted that Ravio’s hood was called out as being an impactful decision, because Ravio is the best.

Then Mr. Aonuma and Mr. Fujibiyashi were asked perhaps the most important question of their careers: “Did you expect fans to react as they did to Prince Sidon? (Fans find him really attractive.)” Maybe Guillermo Del Toro was on the nose with The Shape of Water? Regardless, they did use this opportunity to go into some of the design philosophy for Sidon, including new concept art showing a more pale-colored hammerhead.

The video ended with the producer and director being asked what they thought the future of Zelda looked like from here. Mr. Fujibiyashi let his producer field that one, wherein Mr. Aonuma sort of mulled over the difficult task ahead. How do you create a game that challenges old conventions, while maintaining things that worked? Isn’t that just adhering to new conventions you created? It’s interesting to think about from a design standpoint, although I doubt many people here will be made too unhappy by whatever comes next!